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OakLestat

OakLestat

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OakLestat
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  • LOL, your name is Friendly Killer main but you are whining about losing a survivor. This is a definite Troll post. I am a Killer main and no true killer main would post this crap.

  • @βLAKE said:
    or maybe make it so that when survivors escape from their bear trap when they throw it on the ground The Pig can pick it right up and as for a even balance, survivors can saboteur the reverse bear trap similar to the trappers trap.

    I like this idea as well. She definitely needs access to more traps to keep the pressure up.

  • @sorrowen said:
    Well they obviously are too afraid to touch the perk....

    Or more likely. They want to make sure it is done right and are taking the necessary time to do it.

  • I am a Rank 1 Killer and I play mostly Spirit. She is a ton of fun and any buff that she gets is only going to help me make a lot of survivors salty.

  • Good killers will just do their thing. This will have absolutely no affect on us. As I posted on the other post. The only thing this does is help us depip or pip slower. A lot of killers are going to jump for joy. Who cares about an emblem.

  • This really is a win. Who cares about an emblem. The amount of times that we double pip now just sucks.

  • LOL, you know what this does......Makes it easier to depip. This might actually make me want to camp a little more. I look at this as a win for killers. A great way to get bloodpoints and depip at the same time.

  • I think the lunge feels a little weird because it is more about the blade reaching out there than her body moving forward. It is fine once you get used to it.

  • We have all been asking for disconnect ban penalties for months. Fingers crossed....

  • @S0ckenSchuss said:

    And dont forget the MOST important feature:

    °Disconnect without punishment if you dont like what you see (a killer, a perk of the killer, a killer that downs
    you when you just were in front of him to tebag him and there was no down of yourself intended)

    Spot on!

  • @FrenziedRoach said:
    I play both sides and accept both tunneling and looping as part of the game.

    But I'm old and grew up before teachers starting passing out participation ribbons to all the kids for "having a fun game". I expect my opponent to do everything in their power to destroy me.

    No quarter asked, none given.

    Frankly, all these silly rules need to be tossed in the rubbish heap with all those participation trophies.

    I'm with you Roach. Throw out all the stupid made up rules and play the game. It is, after all, a competitive game.

  • I have all killers at lvl 50 on PS4 and play mostly in the red tier. I play a significant amount of time as survivor but usually stay around rank 4-7 and depip to stay away from toxic-Sweaties. I also play some on Computer but not nearly as much. My ranking would be as follows for the PS4.

    Billy
    Clown
    Myers
    Hag
    Trapper
    Doctor
    Pig
    Wraith
    Leatherface
    Nurse
    Huntress
    Freddy

  • Maybe it is Hook....

  • blood lust nerf is just ridiculous anyway.

  • This will still be way better than the vacuum.

    If they get to the other side of the pallet and drop it on your arm before your hit connects then we should not get the hit.

  • I think that number 2 should be available only during the transition period. Meaning that Freddie at least has to start the sleep process before he can grab someone. No sneak around the corner invisible and just pull off. It only changes things by an few moments but it gives the survivor the chance to move.

    Self-care or any healing should not be able to wake up a survivor. That should be kept to Gen popping and having a teammate wake you up. That would help a ton.

  • I just always let the last survivor have the hatch or drop them on the hatch. I hate double piping...

  • 5-10 minute time ban would be fantastic.

  • I like both the gas idea as well as the delay between setting off generator ideas. Both would be good. Also, there should be keys to find to open the exit gates.

  • I think that is a good idea. Probably not in those quantities but once per season if you hit Rank 1 in either you should get 1000 shards with a 500 bonus for getting both. Plus maybe 50, 50 and 25 Auric cells. 2500 shards and 125 Auric cells. That is a nice incentive.

    I don't think Blood point rewards are a great idea. Due to the effects that spending them has in a match.

  • @Mercury said:
    It's already there- called 'Remember me?'. Adding onto that would just make things broken as... a broken thing. I think it tops of with bonus of 30 seconds, so you'd want Survivor's having to stand still at an exit for an entire minute, hell even 90 seconds with the perk on top? This shouldn't be end-game balance. This is not the way it should be taken.

    I actually meant remember me, not blood warden. My point is that with Gens being so quick and end game perks being viable. You just don't have enough time to get into many meaningful confrontations with a 20 second timer.

  • @azazer said:
    800k blood points, 10k shards, level 42 devotion.
    Ya you didn't know how to refill hatchets. Those glowing yellow lockers weren't clue enough since you just said screw reading her power description.
    Look even if you are a survivor main and you truly just picked up killer for the first time, you know the ins and outs of the game. We are more than half way through the season so any survivor with the salt they generate isn't in the play pen ranks anymore. You are a seasoned survivor picking on baby survivors and want to talk ######### about balance. I hope your dog dies when you love it the most

    You beat me to this post. Not to mention that the author has another post on the forums saying that they have several prestige 3 killers.

    Troll post.

  • Pinhead with a hook and chain. that he can throw and pull a survivor in.

    iridescent add on: Creates one sacrificial hook at the time of a chain grab that hoists the survivor right up the sacrifice hook.

  • I like all 4 options.
    Option 1: needs to happen.
    Option 2: would be great if the totem actually darkened just slightly instead of glowing across the map. Or even became slightly translucent or totems could be smaller to start with and get bloody instead of bright.
    Option 3: You know as survivor that you are sacrificing for the team to take out the bad perk. The curse could not stack and should just have a couple minute timeframe.
    Option 4: would add legitimacy to at least bringing the perk in knowing that at the current rate all totems and Hex perks are wasted within a minute of starting a game.

    Really changing them so they are harder to see and option 4 are the best ideas in my opinion.

  • We have all had that game as a survivor or killer, where the end of the game once the third person is sacrificed , that the game seems to drag on forever.

    This is meant to keep up the intensity. Puts that sense of urgency in the survivor to get to the hatch quickly but safely and if the hatch slams shut they have to figure out how to be sneaky or tough enough to squeak out 20 seconds to get a gate open. which can definitely be done.

  • Thanks Orion and Deadwolfwalking for setting me straight. I stand Corrected :blush:

  • Funny because daily player counts have not changed and won't

  • There is a Big difference between a Hook and Pallet Vacuum. One is a get out of jail free card and the other is a mechanism to clean up animations. There is no tactical advantage to hook vacuum. You can't do it if a survivor is blocking the front of a hook and if you think that you are getting shafted an extra 0.25 seconds to wiggle free that is a very thin and unrealistic statement.

  • Bitter murmur is still situational or killer specific which is a good balance to play styles.

  • I think a kick or a nudge would not be a bad idea if everyone played respectfully but it would just be too easy to abuse.

    It would be good if someone with a "helping" perk like BT came close to you that you could see it in the bottom right just like the leadership perks. Seems reasonable to know what they intend to do.

  • Brand new part is just like bringing in a head start. That's it. You still get the tool box and other add on. The skill check should not be quite so difficult.

  • This would serve to prolong a hide and seek game. If the Killer is standing on the hatch, survivor hides for 20 seconds until it moves and tries again. Would really slow down the end game unnecessarily.

  • @Mc_Harty said:

    @Wolf74 said:
    But survivor healing themself by rubbing their belly is fine?

    One of the Best posts I have read today. Cheers.

  • I think it is a good step in the right direction. If Nurse is at 115% of power, Hillbilly with the tinkerer change is down to 95% until he gets his add ons. Most others float between 40-60% power. I would say trapper and possibly hag are up around the 70-75% range right around Huntress and Clown. Although, Huntress is probably back in the pack with the Tinkerer change.

  • Pug is a toxic POS. He promotes camping and stupid stuff like Insidious Leatherface. Not a great influence on this game.

    and yes I have watch plenty of PUG streams.

  • @Dwight_Confusion said:
    They changed it to where when the hatch was closed, the gates powered...

    I don't k now why they just didn't keep that. It would of been better than the way it is now.

    Completely agree. This is where it needs to be.

  • Mid game DC should be punishable with a 10 min delay to start another game.

  • @Timebomb0800 said:

    If a killer immediately downs a survivor off the hook, then that's your teammates fault for farming you, not the killers. Assuming the killer wasn't camping or face camping, however it also doesn't count as camping if the killer is aware that there are 2 survivors waiting for a save nearby, after all, killers objective is to kill the survivors, so if one is on a hook and there's 2 nearby he's trying to swat like flies, then that's not camping. It's also not camping if the killer has left the hook and kicked for example, 2 nearby gens or a pallet and then comeback to check assuming that someone is about to go for the unhook as the killer has just moved out of terror radius to kick gens so they're aware that that's when survivors go for saves. So in most cases, if you get farmed, it's not usually the killers fault, 80-90% of the time it's the survivors fault for making a stupid unhook (and yes, I've encountered many teammates like this while playing survivor). Also as a killer, sometimes you don;t intend to farm, but the person that got unhooked is the person you find/see first or really easy to down again quickly as I've had happened many times where the person that saved them is out of sight, and the unhooked person is spotted, again, you're not not gonna go for that injured survivor to waste time trying to find the other one that's hiding or got away (unless they're exposed due to MYC perhaps)

    Completely agree

  • I have not seen any issues on PS4. Both lobbies fill within 2 minutes usually.

  • @Mister_xD said:

    every Survivor who thinks that camping killers win all the time is just bad.
    Sorry to say that, but i cant find anything to excuse such a BS...

    I agree with you. But a hell of a lot of survivors play into campers. I could easily believe the majority of them. Plus the fact that 99% of DBD players don't read or even possibly know that these forums exist means that they will always and forever play in to a campers hands.

    Good or bad.....It just is.

  • Well if you haven't noticed survivors are pretty sure that campers win all the time. Otherwise they would be happy that the killer is dumb enough to camp and ask them to do it more for easy wins. It is a reality of our player base.

    I think it is a great idea. It creates urgency in survivors and and intensity of the match.

  • @Beardedragon said:

    its a terrible idea. even 2x faster is a death sentence for survivors and im not even a survivor main.

    do you know what my favorite strategy with the hag is? hook a guy, put 2 traps near it. now i dont even have to be around to camp hooks, i just teleport back in.

    imagine how fast i would skewer survivors if it was 2x speed.

    im sorry but increasing progression speed is a terrible idea for survivors.

    You are right that Hag makes that an issue. But they could disable that for Hag if she has a trap within 10 meters of the hook.

    I would be fine with the opposite as well that while a killer is within 10-15 meters of the hook (and not in a chase) then the time would go half as fast. Although perks like Insidious would have to counter act that effect.

  • @Runiver said:

    I'd actually prefer Bloodwarden to work as followed :
    60s basis. Add 15-20s everytime you hit a survivor. It's "BLOOD"warden, after all.

    I like this idea

  • @inkedsoulz said:

    Why not instead of punishing the killer for staying at the hook, we reward him for leaving the hook.

    If killer stays at the hook, normal progression speed.
    If killer leaves hook, x3 hook progression speed.

    Like this, if the killer wants kills fast, he better leaves the hook and not camp.

    No killer will camp if they implement this :) easy camping fix.

    I think this is a great idea. Probably more like 2x speed while the killer is at least 24 or 30 meters away from the hook. But a great idea that would promote a quicker back and forth.

  • @EqMonkVeeshan said:

    yep its way to easy to pip up as a survivor i been saying it since the clown ptb. they need to revert survivor scoring to how it was before the 2.0 patch.

    I think they need to revert back to the previous settings for both Killer and Survivor

  • What I have found is that if I find a try hard team that is "IN IT TO WIN IT". I usually will just screw off that match, not hook anybody and work on the depip just to cause confusion. Those are fun matches.....at least for me.

  • That is actually a funny issue but very true. Worse still is that it is really easy to double pip for killers. So to stay at a ranks 5-10 which seem to be the most fun it is win one match and purposefully goof around while one or two survivors get out or double pip and spend the next 2 games wasting the survivors time. It sucks.

  • I still think that the killer can close the hatch. Once closed it activates the exit gates and then the survivor just has to get one open and get out. Tough job but not impossible. It will make the hatch race more important as well as keep the end game exciting.

  • Nobody really freaking cares. The player counts are still better than previous months and will continue to grow.

  • Yeah, no skill check wake up's at all. You could have adrenaline and Wake up Perks, wake you up as well.

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